2
votes
0answers
28 views

Wall-sliding Collision Response Only Works On One Axis (2D)

"sprite" is the player object, velocity is a Vec2 that tracks movement (is set to -1, 1, or 0 at any given time), each sprite in "sprites" is a wall of the same size as the player (everyone is a block ...
0
votes
1answer
41 views

How to resolve OBB collision penetration?

I would think this is a common issue, but I couldn't find an answer that helped me. Help would be appreciated. In my game I have rectangular objects. They have rotating bounding box, aka not AABB but ...
1
vote
0answers
49 views

How to Calculate K-Dops Faster

Ok so I have my general understanding of K-Dops for collision detection. I understand how to calculate them. I also understand the super slow way of recalculating them. Example: I have a simple ...
1
vote
1answer
60 views

Calculate diameter of sphere large enough to encompasss a frustum

I'm attempting to speed up box-to-box collision checks by first testing if two spheres large enough to encompass each (respectively) would collide (because I'm using separating axis theorem and it's ...
0
votes
0answers
49 views

Trying to get an object to move back and forth on collision between two collidable objects

Im trying to get a box object to hit a collidable wall on the right and when it hits it move left and hit the left wall and switch back and so on and so forth. Im having trouble with this because ...
1
vote
0answers
51 views

Setting up 3d Collision for Primitive shapes

Im having some trouble understanding how to set up collision detection between my first person camera and my primitive shapes which are made using the vertex buffer. Do i give my camera a boundingBox ...
0
votes
1answer
79 views

How to retrieve a cube collision by faces

I work for a while on a minecraft game (voxel). I am front a problem for a long time about the collision detection. I want recover the cubes collision from my highlighted black's cube like on the ...
1
vote
1answer
309 views

Sprite collision with color?

Is this possible? To elaborate, I am making a PacMan offshoot. Essentially it is a "zoomed in" version of the game, but the board is randomly generated. I have 11 .png files each to be used as a ...
1
vote
0answers
206 views

How to identify whether the boundingvolume intersects with walls or floor when it doesnt return normals?

My game in jMonkey is the kind that use will have to place objects in a scene (which consist of walls and slabs and floor). All my models are centered at origin. When the user click a point I use ray ...
0
votes
1answer
135 views

How to place an object so that it does not overlap the objects in my scene?

In my game, the user has to click at a point to place an object (mesh). I can cast a ray and find the horizontal point where the object can be translated and then attached to rootNode to display it. ...
8
votes
3answers
580 views

Collision detection problems using AABB's

I implemented a simple collision detection routine using AABB's between my main game sprite and various platforms (Please see code below). It works great, but I'm now introducing gravity to make my ...
1
vote
1answer
317 views

Detecting collision with a 3D array of boxes

I am at the stage of my development process where I want to implement collision. Now I can think of a simple way of doing it, if the camera's x, y or z are inside the position of a certain cube then ...
0
votes
1answer
201 views

Bounding Boxes and XNA

So heres some straight up code for you: BoundingBox b = new BoundingBox( Vector3.Up + Vector3.Right + Vector3.Forward, Vector3.Down + Vector3.Backward + Vector3.Left); BoundingBox bb = new ...
0
votes
1answer
589 views

Creating A Bounding Box around each item in a list XNA 4.0

I have asked a similar question before except i am more experienced and have more understanding of XNA. I have bullets that shoot whenever you press RightTrigger. I am having trouble though creating ...
0
votes
2answers
165 views

Why does this collision detection & resolution code only work for one side?

I am having a bit of trouble with my collision detection. It only works correctly for the right side, meaning, if I enter the tile from any other side, it brings me to the right side. Here is my ...
2
votes
2answers
169 views

Typical collision detection

I would like to know how is the typical collision detection of most games. For example, you control a character which can move in 2 dimensional directions (except up and down). Now lets asume he walks ...
2
votes
1answer
2k views

Resolving bounding box collision detection

I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after ...
5
votes
2answers
349 views

What's the reason behind collision-boxes?

I was surprised that some games use extra models called collision-boxes for collision. What is the benefit of doing so? Can't we calculate collisions between the vertices of any game model? Is this ...
7
votes
4answers
8k views

OBB vs OBB Collision Detection

Say you have two Bounding Box Objects each of them storing the current vertices of the box in a vector with all the vertices of the object rotated and translated relative to a common axis. Here is an ...
1
vote
2answers
2k views

3d bounding Box border xna

So, I'm trying to develop a 3d table tennis game, and I'm having problems when it comes to colliding the ball with the table. I have a bounding sphere for the ball and bounding box for the table, but ...
6
votes
3answers
5k views

Efficient Tile-based collision detection for a lot of squares?

currently I am working on my own take of a tile-based game (think Terraria, but less fantastical (I think that's a word? Sorry if it isn't)). Anyway, I currently have collision detection working ...
0
votes
1answer
90 views

Is there a testing framework for bounding volume classes?

This may be a long shot, but is there a small framework out there anywhere for testing custom bounding classes and other collision objects? (for example between rays, spheres and AABB's)
3
votes
3answers
7k views

Bounding box of a rotated rectangle (2d)

I can see this has been asked before in various ways. I am struggling to work it out though hence asking again. 2d sprite that moves and rotates. I'm looking to contain it in a bounding box as it ...
4
votes
3answers
752 views

Building dynamic bounding box hierachies

I've been reading about collision detection and I saw that the first part was a coarse detection which generates possible contacts using bounding box hierarchies. I understand the concept of ...
2
votes
1answer
956 views

How do I determine the collision normal in an axis aligned bounding box collision?

I have a 3d moving box and a stationary box. I can detect collisions ok but now I would like to slide the moving box against the stationary box as a collision response. For this I need the normal of ...
8
votes
2answers
4k views

2D object-aligned bounding-box intersection test

I have two object-aligned bounding boxes (i.e. not axis aligned, they rotate with the object). I'd like to know if two object-aligned boxes overlap. (Edit: note - I'm using an axis-aligned bounding ...
29
votes
9answers
26k views

What is the fastest way to work out 2D bounding box intersection?

Assume that each Box object has the properties x, y, width, height and have their origin at their center, and that neither the objects nor the bounding boxes rotate.